A drab blather of ups and downs


I usually come in hot, with a song, and I get emotional and I say a great deal of stuff that isn't kosher for gamedev in the modern age of delicate sensibilities, so today I figured, let's try to keep it inside the lines. Just some quick thoughts on how dev went today.

Firstly, glad I got to work because I wasn't feeling great and wasn't planning any dev at all, ended up getting about 5 hours in! I went in with the intention of sorting out a bug that was causing the web built to crash due to an audio bug, but I couldn't figure it out. I adjusted all the sound settings in the game. Then I tried moving around the audio listener to no avail.

THEN I decided to revert Unity from the preview 6.0 only to realize some of my packages couldn't revert so oh well. We push forward with 6.0 and hope the guys at Unity can fix it, I sent in a bug report, fingers crossed it helps them track the issue down, something to do with the x position of the audio listener or something.

So with Unity open and wanting to at least accomplish SOMETHING an idea popped in my head that it might be cool if the shield charge attack could cause you to pop yourself off the environment rather than just being at the mercy of gravity if you're out of water.

As always it took longer than anticipated and a lot of finagling, but it's done! And as a happy accident I found that most all attacks felt better if the player can hit walls with their attack and i tied the bounce strength to how long you charge your attack, and I made dashes a bit more potent out of water, but reduced the duration when out of water.

It seems like lots of little tiny things, but added all together the out of water movement mechanics are feeling really awesome now. And I may even create some areas that are hard to reach that the player has to artfully bounce off walls to move their way upwards vertically. HERE COMES THAT FEATURE CREEP AGAIN!

So even though it bugs the bajeezus out of me that we weren't able to solve the terrible audio crash bug, I consider any day where we make significant gains to fun to core overarching gameplay systems a win.

So today went pretty great! My brain turns to mush easier these days. I greatly look forward to a time when we can take a sustained break from the project and give my noggin' a break from the stress of work, and the stress of not working, but c'est la vie. Still tryin' to push this across the finish line.

Get SeaCrit

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